22 May 2024, 05:05 | #4621 |
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Cos chunky-copper is free and doesn't require more chip, more complex motherboard.
Hammer, why when someone talk about some Amigas' chip, you're gonna hammering us with data that we already know? |
22 May 2024, 05:14 | #4622 | |
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VGA's chunky pixels are translated into four planar planes which makes the programmer's job easier. EGA has C2P hardware. IBM tried hardware C2P with EGA. The Amiga would need a similar gateway for chunky pixels that translates into bitplanes (related to the memory subsystem). You don't know the basic economics of 101. Last edited by hammer; 22 May 2024 at 05:22. |
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22 May 2024, 05:19 | #4623 |
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22 May 2024, 05:29 | #4624 | |
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From Xmas 1989 to Xmas 1991, the Amiga was the premier games platform with many games optimized for the Amiga that showed superiority over Atari ST. There are signs of weakness with game ports from Japanese games. Commodore doesn't have 1st party game studios like Nintendo to promote near-uniform SNES game optimizations. Your idea is okay when Commodore has Nintendo-level 1st party game studios to promote near-uniform SNES game optimizations. Commodore Amiga Technical Support (CATS) is not geared for games like Nintendo's. Commodore is a master of none. Microsoft ported Doom twice i.e. Windows 3.1/WinG/Win32's WinDoom and Windows 95/DirectDraw's Doom95. Microsoft DirectX has more gaming API coverage when compared to Commodore's AmigaOS 3.1. Last edited by hammer; 22 May 2024 at 05:43. |
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22 May 2024, 05:33 | #4625 |
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It's a myth that a developer can do things without effort. Look at the PC situation: a lot of different machines which is a nightmare for developers.
Back in the day it was even worse. So are you sure that fw more coppers' lines that are gonna work on ALL AMIGA was the problem??? |
22 May 2024, 05:50 | #4626 | |
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For major games, AMD, NVIDIA, and Intel have software teams geared for game optimization intervention. Intervention is done on a case-by-case and they have a co-marketing GPU branding. The main reason for AMD's focus on the game console business with tiny profit margins is to cause game development to be biased towards its GPU architecture with less intervention effort when compared to NVIDIA's software teams. In the mid-1990s, Quake culled many 586 clones from the market and forced AMD to design K6-III FPU to behave like Intel's. This is known as the PC's defacto standard. Software optimizations have limits that couldn't solve the raytracing performance issues with RDNA 2 and RDNA 3 GPUs. The solution is RDNA 3.5 and RDNA 4.0 with specific raytracing hardware fixes. AMD is forced to fix its GPUs in a certain direction due to NVIDIA's market dominance. This is known as the PC's defacto standard. If a "different machine" doesn't conform to the PC's defacto standard, it is culled from the market i.e. S3 dies, Matrox dies, 3DFX dies, 3DLabs dies and 'etc'. NVIDIA has many kills on its list. Last edited by hammer; 22 May 2024 at 06:17. |
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22 May 2024, 05:55 | #4627 |
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@hammer
Look at their bugs that report on their drivers' page: every time some are gone, some are back! What a mess! |
22 May 2024, 06:19 | #4628 | |
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2. Bugs need to be separated from "show stoppers" vs minor graphics glitches. Gaming PC's baseline gaming experience should match the game console's counterpart. Why compare complex modern 3D games with 1990s CPU-powered 2D/3D games with VGA? Last edited by hammer; 22 May 2024 at 06:36. |
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22 May 2024, 06:32 | #4629 |
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Why? Good question? Have you ever been a professional well-paid Research and Developer? I was, and I can tell that they make shit smell better. I am not talking about 3d shit, I am talking about software, please. We did advance 3d shit back in the day when I was professional...
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22 May 2024, 06:37 | #4630 | ||
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Sony's PS1 has 1st party studios and a good game-centric SDK. |
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22 May 2024, 06:39 | #4631 |
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Can we get back to Amiga related topic? Shall we? It is a lot funnier! I want steal time to it
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22 May 2024, 06:40 | #4632 | |
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A1200 needs a few changes e.g. packed pixels, and math power increase i.e. to make better use of Lisa. AGA is fine for legacy Amiga games with some 2D game advancement e.g. Reshoot Proxima 3. For a proper commercial Reshoot Proxima 3-level game development in the early 1990s, the AGA install base needs to be larger since Amiga OCS/ECS has "Atart ST'ed" the Amiga AGA. Last edited by hammer; 22 May 2024 at 06:51. |
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22 May 2024, 06:55 | #4633 |
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Yes, Aga was too late to few, but it is still fun to work with. With just a little bit of fast-ram you can do a lot more!
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22 May 2024, 06:57 | #4634 | |
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[ Show youtube player ] Reshoot Proxima 3 can hold the line against SNES's top-down shooters. [ Show youtube player ] Reshoot R can hold the line against SNES's horizontal shooters. |
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22 May 2024, 06:59 | #4635 |
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Even without Chunky pixel they could have pushed Amiga Architecture to the limit:
020 at 28mhz, so the whole chip-set, with 32 bit data. One cycle ram access, 8 channel 16 bit paula. Et voilà a lot of horsepower to use! Not a big deal, sure more expensive than Aga...With a little bit of fast mem on top of that |
22 May 2024, 07:05 | #4636 |
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Not bad for an old chip-set! It would be great to see it on Aga too
[ Show youtube player ] |
22 May 2024, 07:17 | #4637 | |
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1. Fast RAM, enables full concurrent performance for CPU and AGA. 2. If Commodore has a game-centric SDK. A good library for Amiga game graphics effects. Standard SDK with optimized blitter assists C2P source code library. Need a good 1st party studio for creating game-centric SDK. The purpose is to improve AGA game graphics quality consistency across multiple games. 3. Release AGA early without a hard disk mandate (override Commodore Germany's demands) to build a sizable install base. SNES's 1990 release shouldn't remain unanswered for almost 2 years. Avoids A600 debacle. 4. 1-day job Akiko-style C2P included with AGA standard. 5. The effort spent on the FMV module (with at least 512 KB local RAM) is spent on DSP3210's or 68EC020-25's inclusion. |
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22 May 2024, 07:28 | #4638 | |
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Four-channel 8-bit Paula + two 16-bit DACs with $20 DSP3210. No changes for Paula due to strict backward compatibility. CD32 already has two 16-bit DACs in addition to a four-channel 8-bit Paula. A1200 should have CD32's minimums. |
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22 May 2024, 07:28 | #4639 |
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Are we sure that optimized blitter assists C2P made by Commodore would have been better than what we have now?
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22 May 2024, 07:38 | #4640 | ||
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Commodore's official position for packed pixel issue with AGA. Quote:
Meanwhile, 3rd party Amiga zealots figured out an optimized Blitter assist C2P. A certain amount of zeal and talent are important factors. Games like Dread/Grind has disproven Commodore's software engineer Ken Dyke. Grind runs pretty smooth on stock A1200. Fast RAM equipped A1200 with Grind is very smooth. Akiko's C2P design was less than a day job and should been included with Budgie. Last edited by hammer; 22 May 2024 at 07:48. |
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